Is there any way to prevent / mitigate Reaction Force ships wandering off, chasing targets dozens of sectors away? This has caused a number of reloads for me as I rarely notice it until I get informed of massive ship losses. Note: this is NOT linked to their tether range, they are set to remain in their local sector, but I've found them many sectors away, seemingly chasing a specific target. They usually break off when a target leaves the sector, so I don't know why they sometimes don't.
Is there any way to prevent your fleets running this, from pursuing ships that got away through multiple jumps?
Here I am minding my own business, building a defense gate at Family Zhin to protect the Split who have almost collapsed due to Xenon incursions from Tharka's Cascade. Everything is fine, I've got a couple fleets on a protection position at the gate, and a third fleet running reaction force to intercept and destroy anything S or M that gets into the system.
So, suddenly I start getting red spam messages "X has been destroyed". Low and behold, my Guppy carrier task force has chased something out of Family Zhin, into Tharka's Cascade 17, almost to the gate to Matrix 79b. The entire fleet is a write-off. I've tried using blacklists to limit them to only perform ANY activity in Family Zhin, but I have a feeling this won't actually do anything.
Bordering on making the mod unusable for anything but defending from Khaak spawns where 100% absolutely zero chance Xenon will show up.
Anyone know how to have the Nexus version take over from the workshop version of this mod? I had the workshop mod installed, and then saw the Nexus was updated to fix the "Cannot reach target" bug. I unsubscribed from the workshop and added this one, but the mod will only say unsubscribed and not recognize the Nexus version. It's installed correctly and all other mods work whether it's from Nexus or Steam Workshop. Just this one was installed from both and the game seems to think the mod isn't active unless it's subscribed through Workshop.
For the await order spam/bug, I found a solution that should work nicely with other mods, just add a check that turns $speak to false if reaction force is running.
aiscripts\order.fight.attack.object.xml
<?xml version='1.0' encoding='utf-8'?> <diff> <!--disable--> <add sel="/aiscript/attention/actions/set_value[@name='$defaultorder']" pos="before"> <do_if value="@$speak and not this.assignedcontrolled.nextorder and (@$defaultorder.id != 'ReactionForce') and (not this.assignedcontrolled.commander or (this.assignedcontrolled.commander == player.occupiedship)) and notification.npc_await_orders.active"> <set_value name="$speak" exact="false" comment="Boolean Speak NPC voice. Default is true"/> </do_if> </add> <!--re-enable after--> <add sel="/aiscript/attention/actions/do_if[@value='$abort? and @this.assignedcontrolled.order.exists']" pos="before"> <set_value name="$speak" exact="true" comment="Boolean Speak NPC voice. Default is true"/> </add> </diff>
I have very little experience with actually going into the files, could you give a bit more info about this? Just putting the code into a new file doesn't seem to help with the spam at all.
X4 7.1: the patrols (M ships) should also only attack M/S. Nevertheless, they rush at the first Xenon I and commit collective suicide. I haven't changed anything in the thread level - otherwise I have standard settings, only the L/XL opponents are not checked.
Addendum: strange - the Xenon I has not been repeated, the M-Patrol has avoided a Teleadi Destroyer as it should be ...
I wonder if things are going better now with 2.0.8? So far, the entries here have sounded anything but optimistic. And check with Steam ... yes yes ... sure ... I'm buying X4 from Steam specifically to be able to use "their" workshop - I'll get there :D
41 comments
Is there any way to prevent / mitigate Reaction Force ships wandering off, chasing targets dozens of sectors away? This has caused a number of reloads for me as I rarely notice it until I get informed of massive ship losses. Note: this is NOT linked to their tether range, they are set to remain in their local sector, but I've found them many sectors away, seemingly chasing a specific target. They usually break off when a target leaves the sector, so I don't know why they sometimes don't.
on activating the mod in the game's extension UI, it is then meant to subscribe to the Steam version?
Here I am minding my own business, building a defense gate at Family Zhin to protect the Split who have almost collapsed due to Xenon incursions from Tharka's Cascade. Everything is fine, I've got a couple fleets on a protection position at the gate, and a third fleet running reaction force to intercept and destroy anything S or M that gets into the system.
So, suddenly I start getting red spam messages "X has been destroyed". Low and behold, my Guppy carrier task force has chased something out of Family Zhin, into Tharka's Cascade 17, almost to the gate to Matrix 79b. The entire fleet is a write-off. I've tried using blacklists to limit them to only perform ANY activity in Family Zhin, but I have a feeling this won't actually do anything.
Bordering on making the mod unusable for anything but defending from Khaak spawns where 100% absolutely zero chance Xenon will show up.
It's installed correctly and all other mods work whether it's from Nexus or Steam Workshop. Just this one was installed from both and the game seems to think the mod isn't active unless it's subscribed through Workshop.
aiscripts\order.fight.attack.object.xml
<?xml version='1.0' encoding='utf-8'?>
<diff>
<!--disable-->
<add sel="/aiscript/attention/actions/set_value[@name='$defaultorder']" pos="before">
<do_if value="@$speak and not this.assignedcontrolled.nextorder and (@$defaultorder.id != 'ReactionForce') and (not this.assignedcontrolled.commander or (this.assignedcontrolled.commander == player.occupiedship)) and notification.npc_await_orders.active">
<set_value name="$speak" exact="false" comment="Boolean Speak NPC voice. Default is true"/>
</do_if>
</add>
<!--re-enable after-->
<add sel="/aiscript/attention/actions/do_if[@value='$abort? and @this.assignedcontrolled.order.exists']" pos="before">
<set_value name="$speak" exact="true" comment="Boolean Speak NPC voice. Default is true"/>
</add>
</diff>
Just putting the code into a new file doesn't seem to help with the spam at all.
Does anyone know why the order wouldnt appear in your behaviour tab?
I've extracted thee shib_reactionforce folder to steamapps\common\x4foundations\extensions
Addendum: strange - the Xenon I has not been repeated, the M-Patrol has avoided a Teleadi Destroyer as it should be ...